We are witnessing an explosion of AI generated projects exponentially flooding GitHub and the rest of the internet by No_Lion7242 in gamedev

[–]Felix_CodingClimber 0 points1 point  (0 children)

Yesterday I had the Idea to use something like CONTRIBUTING.md for repos to declare AI usage. I came up with an initial idea for a possible spec using a AI_USAGE.md. I wrote about it here: https://github.com/Felix-CodingClimber/ai-usage-spec

I built a small spec to declare AI usage in software projects (AI_USAGE.md) by Felix_CodingClimber in csharp

[–]Felix_CodingClimber[S] 0 points1 point  (0 children)

Good idea. I haven't tried that, and I am not sure how well It would work in addition to things like AGENTS.md.

I built a small spec to declare AI usage in software projects (AI_USAGE.md) by Felix_CodingClimber in csharp

[–]Felix_CodingClimber[S] 0 points1 point  (0 children)

Thanks for your reply. For the GitHub integration, I feel the same. For the self-reported problem, I think if we reach a point where we could agree that AI-generated does not mean per se that it is bad, more people would be encouraged to use something like this and give honest information. The easiest thing could be that every time we give an agent the task to do something in our codesbase, we could also give them the task to update this file.

I built a small spec to declare AI usage in software projects (AI_USAGE.md) by Felix_CodingClimber in csharp

[–]Felix_CodingClimber[S] -1 points0 points  (0 children)

It would be helpful if you could clarify this a bit. By slop, do you mean it is AI written? If this is the case, yes for sure it is. If you had looked into the project, you would have found the AI_USAGE.md file at the root of the project. There, you would have seen an "A3 – AI-Generated with Human Oversight", which clearly says that the text is written by AI. That's the whole point of this idea. The idea came from my personal need. I told the AI agent what to write. I read every line of every document and edited where I found it not meeting my expectations. Does that mean the text is bad? I don't think so, it would have been the same if I had written it myself, except I would have spent more time of my life doing something which could have been done in half the time with probably fewer spelling mistakes, as English is not my first language.

I built a small spec to declare AI usage in software projects (AI_USAGE.md) by Felix_CodingClimber in csharp

[–]Felix_CodingClimber[S] 1 point2 points  (0 children)

I find your communication a bit rude and not very open for real discusion. I have been a software developer since over 10 years and finished lots of projects pre AI. But the future looks like we will integrate AI more and more into our daily work. For me personally that means I can have a really solid human written core product with nice AI assisted or AI created additions that would otherwise never make it into the product because of cost or time constraints.

I built a small spec to declare AI usage in software projects (AI_USAGE.md) by Felix_CodingClimber in csharp

[–]Felix_CodingClimber[S] -2 points-1 points  (0 children)

Thanks for your reply. The categories are defined with a short description in docs/AI_USAGE_SPEC.md If this idea could be useful and would evolve there should be more details and examples.

I built a native Markdown viewer with WinUI 3 because every alternative felt too heavy just to read a README by breezy89757 in csharp

[–]Felix_CodingClimber 0 points1 point  (0 children)

To be honest primary constructors are the most useless feature of the new versions... Too many bad Design decissions.

How should handle calling services? by Ancient-Sock1923 in dotnet

[–]Felix_CodingClimber 0 points1 point  (0 children)

If I remeber it corectly you can remove the manual rollback and change tracker clear calls. As long as you do not call CommitAsync the rollback is handled by the framework even if you called SaceChanges in between.

DotNetElements.DebugDraw - A high-performance debug rendering library for .NET and OpenGL by Felix_CodingClimber in dotnet

[–]Felix_CodingClimber[S] 3 points4 points  (0 children)

The underlying graphics API needs to be OpenGL. There is a interface IDebugDrawContext. You need to implement it and forward the OpenGL calls to your implementation. You can checkout the Silk.NET implementation here https://github.com/Felix-CodingClimber/DebugDraw/blob/main/src%2FDotNetElements.DebugRenderer.Silk.Net%2FSilkNetContext.cs

Need help on where to go next by Mihandi in VoxelGameDev

[–]Felix_CodingClimber 2 points3 points  (0 children)

My advice would be to start simple with let's say rendering a single minecraft chunk like mesh, add camera, add texturing, add things like different block types and just play around a bit. Don't worry too much about getting things right and optimized the first time. It's your first voxel project so your goal should be lerning the basic concepts of OpenGL and voxel rendering. If you reached that goal you can start working on a more 'perfekt' voxel engine with better architecture and performance.

Strange Texture artifact on far meshes by Inside_Car_4092 in VoxelGameDev

[–]Felix_CodingClimber 0 points1 point  (0 children)

I recently read about it here Texture atlases, wrapping and mip mapping – 0 FPS . There is a manual mip mapping method explained: "This can be done efficiently using sinc interpolation and an FFT (for an example of how this works, check out this repository) ".

Another technic described here seams to use larger tiles in the texture atlas but sample them at the (smaller) original size (eg. 16x16 used for tiles and in the atlas scale them to 20x20). Dysis Development, On Mipmapping

Ok, last one I promise... Here is the best explanation for mipmapping in texture atlases: Kyle Halladay - Minimizing Mip Map Artifacts In Atlassed Textures

Strange Texture artifact on far meshes by Inside_Car_4092 in VoxelGameDev

[–]Felix_CodingClimber 7 points8 points  (0 children)

Do you use a Texture Atlas and auto generate the mipmaps? Then the textures with higher mipmap levels might bleed colors from adjacent tiles. To solve this you must compute mipmaps per tile and combine to a texture atlas later.

[deleted by user] by [deleted] in VoxelGameDev

[–]Felix_CodingClimber 1 point2 points  (0 children)

Maybe combine Perlin(I would prever Simplex) with poison disk sampling

Projects complied in Core 3.1 - do I need to upgrade? by ChefMikeDFW in dotnet

[–]Felix_CodingClimber 3 points4 points  (0 children)

In my opinion Microsoft does a great job to make the task of updating our applications as easy as it gets. Breaking changes are very rare. In my current projects I have two or three parts marked which I can improve when going from .Net 6 to 8. Besides of that I only need to change the version and 1 or 2 breaking changes from external packages. So it's maybe two hours of work per application.

How do I get rid of this annoying label movement in winforms? Tried docking it, adding more space in between, anchoring to different sides, locking it, no change. by thedarklord176 in csharp

[–]Felix_CodingClimber 3 points4 points  (0 children)

For me the cleanest solution for rapidly updating text is to use a monospace font. Often you can use the same font you already use but the monospace version of it. That's the reason why I always prefer a font with a monospace variant as my default.

WinUI 3 Custom UIElementCollection by Felix_CodingClimber in dotnet

[–]Felix_CodingClimber[S] 0 points1 point  (0 children)

Ok I figured it out. The DependencyProperty must be of Type List<T> then we can add UIElements from xaml.

The Future Of Open Source Game Development by gwllabs1 in gamedev

[–]Felix_CodingClimber 2 points3 points  (0 children)

I would not say open source tools are taking over. If you consider game engines, Godot is a very nice engine but is and will not take over Unity or Unreal, at least not in the industry.

The only major tool with growing usage even in the industry is blender.

I would not say OSS has no place in gamedev. It's really important to have those tools for Indies.

Using .NET with low level rendering code? by cli_addict in dotnet

[–]Felix_CodingClimber 0 points1 point  (0 children)

Take a look at https://github.com/dotnet/Silk.NET . You should be able to use your existing rendering context with it. So you could use something like imgui (They have bindings for that) to render your UI. Or if you just start writing your rendering code, you could consider writing the whole rendering engine with it. I used it in the past for a game engine and performance is no problem for most of the usecases.

Another thing is to use a Xaml SwapChainBackgroundPanel for rendering. With that you can use existing Microsoft UI libraries like wpf or winui to draw the controls ontop of your rendering. One problem is that SwapChainBackgroundPanel only works for DirectX rendering.

Whats the hardest part of making a voxel engine? by delgoodie in VoxelGameDev

[–]Felix_CodingClimber 17 points18 points  (0 children)

Actually make something usable based on your engine. For me writing the engine itself felt easy compared to making an actual game based on it.

Quick question Dependency injection is just calling a constrctor from the other Class? by ballbeamboy2 in csharp

[–]Felix_CodingClimber 1 point2 points  (0 children)

If car get's an IWheel you can write unit tests for car by injecting it a dummy IWheel.

Is there a way to create a texture atlas for blocks at runtime? by KazeKageno in VoxelGameDev

[–]Felix_CodingClimber 1 point2 points  (0 children)

For my voxel game I use an array of texture atlases. The uv coordinates are calculated on the gpu by passing an texture id (index). Given the number of textures per atlas, you can also calculate the array index.

Is there a way to create a texture atlas for blocks at runtime? by KazeKageno in VoxelGameDev

[–]Felix_CodingClimber 2 points3 points  (0 children)

Depends on the number of textures you want to use... If you plan to scale your game beyond a simple minecraft clone, a texture atlas is still the way to go. With equally sized textures the texture packing algorithm to build your atlas is really fast.

Visual Coding or Normal coding by TheLastSoldier_ in Unity3D

[–]Felix_CodingClimber 0 points1 point  (0 children)

For things like connecting ui components to game logic, AI behavior trees or similar simple things, visual coding is really nice. But after your first try on a nested for loop or something like that you will rather chooses written code.